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-rw-r--r--Other/NavMeshTest/Assets/NavMeshComponents/Scripts/NavMeshSurface.cs486
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diff --git a/Other/NavMeshTest/Assets/NavMeshComponents/Scripts/NavMeshSurface.cs b/Other/NavMeshTest/Assets/NavMeshComponents/Scripts/NavMeshSurface.cs
new file mode 100644
index 0000000..9fd7dab
--- /dev/null
+++ b/Other/NavMeshTest/Assets/NavMeshComponents/Scripts/NavMeshSurface.cs
@@ -0,0 +1,486 @@
+using System.Collections.Generic;
+#if UNITY_EDITOR
+using UnityEditor;
+using UnityEditor.SceneManagement;
+#endif
+
+namespace UnityEngine.AI
+{
+ public enum CollectObjects
+ {
+ All = 0,
+ Volume = 1,
+ Children = 2,
+ }
+
+ [ExecuteAlways]
+ [DefaultExecutionOrder(-102)]
+ [AddComponentMenu("Navigation/NavMeshSurface", 30)]
+ [HelpURL("https://github.com/Unity-Technologies/NavMeshComponents#documentation-draft")]
+ public class NavMeshSurface : MonoBehaviour
+ {
+ [SerializeField]
+ int m_AgentTypeID;
+ public int agentTypeID { get { return m_AgentTypeID; } set { m_AgentTypeID = value; } }
+
+ [SerializeField]
+ CollectObjects m_CollectObjects = CollectObjects.All;
+ public CollectObjects collectObjects { get { return m_CollectObjects; } set { m_CollectObjects = value; } }
+
+ [SerializeField]
+ Vector3 m_Size = new Vector3(10.0f, 10.0f, 10.0f);
+ public Vector3 size { get { return m_Size; } set { m_Size = value; } }
+
+ [SerializeField]
+ Vector3 m_Center = new Vector3(0, 2.0f, 0);
+ public Vector3 center { get { return m_Center; } set { m_Center = value; } }
+
+ [SerializeField]
+ LayerMask m_LayerMask = ~0;
+ public LayerMask layerMask { get { return m_LayerMask; } set { m_LayerMask = value; } }
+
+ [SerializeField]
+ NavMeshCollectGeometry m_UseGeometry = NavMeshCollectGeometry.RenderMeshes;
+ public NavMeshCollectGeometry useGeometry { get { return m_UseGeometry; } set { m_UseGeometry = value; } }
+
+ [SerializeField]
+ int m_DefaultArea;
+ public int defaultArea { get { return m_DefaultArea; } set { m_DefaultArea = value; } }
+
+ [SerializeField]
+ bool m_IgnoreNavMeshAgent = true;
+ public bool ignoreNavMeshAgent { get { return m_IgnoreNavMeshAgent; } set { m_IgnoreNavMeshAgent = value; } }
+
+ [SerializeField]
+ bool m_IgnoreNavMeshObstacle = true;
+ public bool ignoreNavMeshObstacle { get { return m_IgnoreNavMeshObstacle; } set { m_IgnoreNavMeshObstacle = value; } }
+
+ [SerializeField]
+ bool m_OverrideTileSize;
+ public bool overrideTileSize { get { return m_OverrideTileSize; } set { m_OverrideTileSize = value; } }
+ [SerializeField]
+ int m_TileSize = 256;
+ public int tileSize { get { return m_TileSize; } set { m_TileSize = value; } }
+ [SerializeField]
+ bool m_OverrideVoxelSize;
+ public bool overrideVoxelSize { get { return m_OverrideVoxelSize; } set { m_OverrideVoxelSize = value; } }
+ [SerializeField]
+ float m_VoxelSize;
+ public float voxelSize { get { return m_VoxelSize; } set { m_VoxelSize = value; } }
+
+ // Currently not supported advanced options
+ [SerializeField]
+ bool m_BuildHeightMesh;
+ public bool buildHeightMesh { get { return m_BuildHeightMesh; } set { m_BuildHeightMesh = value; } }
+
+ // Reference to whole scene navmesh data asset.
+ [UnityEngine.Serialization.FormerlySerializedAs("m_BakedNavMeshData")]
+ [SerializeField]
+ NavMeshData m_NavMeshData;
+ public NavMeshData navMeshData { get { return m_NavMeshData; } set { m_NavMeshData = value; } }
+
+ // Do not serialize - runtime only state.
+ NavMeshDataInstance m_NavMeshDataInstance;
+ Vector3 m_LastPosition = Vector3.zero;
+ Quaternion m_LastRotation = Quaternion.identity;
+
+ static readonly List<NavMeshSurface> s_NavMeshSurfaces = new List<NavMeshSurface>();
+
+ public static List<NavMeshSurface> activeSurfaces
+ {
+ get { return s_NavMeshSurfaces; }
+ }
+
+ void OnEnable()
+ {
+ Register(this);
+ AddData();
+ }
+
+ void OnDisable()
+ {
+ RemoveData();
+ Unregister(this);
+ }
+
+ public void AddData()
+ {
+#if UNITY_EDITOR
+ var isInPreviewScene = EditorSceneManager.IsPreviewSceneObject(this);
+ var isPrefab = isInPreviewScene || EditorUtility.IsPersistent(this);
+ if (isPrefab)
+ {
+ //Debug.LogFormat("NavMeshData from {0}.{1} will not be added to the NavMesh world because the gameObject is a prefab.",
+ // gameObject.name, name);
+ return;
+ }
+#endif
+ if (m_NavMeshDataInstance.valid)
+ return;
+
+ if (m_NavMeshData != null)
+ {
+ m_NavMeshDataInstance = NavMesh.AddNavMeshData(m_NavMeshData, transform.position, transform.rotation);
+ m_NavMeshDataInstance.owner = this;
+ }
+
+ m_LastPosition = transform.position;
+ m_LastRotation = transform.rotation;
+ }
+
+ public void RemoveData()
+ {
+ m_NavMeshDataInstance.Remove();
+ m_NavMeshDataInstance = new NavMeshDataInstance();
+ }
+
+ public NavMeshBuildSettings GetBuildSettings()
+ {
+ var buildSettings = NavMesh.GetSettingsByID(m_AgentTypeID);
+ if (buildSettings.agentTypeID == -1)
+ {
+ Debug.LogWarning("No build settings for agent type ID " + agentTypeID, this);
+ buildSettings.agentTypeID = m_AgentTypeID;
+ }
+
+ if (overrideTileSize)
+ {
+ buildSettings.overrideTileSize = true;
+ buildSettings.tileSize = tileSize;
+ }
+ if (overrideVoxelSize)
+ {
+ buildSettings.overrideVoxelSize = true;
+ buildSettings.voxelSize = voxelSize;
+ }
+ return buildSettings;
+ }
+
+ public void BuildNavMesh()
+ {
+ var sources = CollectSources();
+
+ // Use unscaled bounds - this differs in behaviour from e.g. collider components.
+ // But is similar to reflection probe - and since navmesh data has no scaling support - it is the right choice here.
+ var sourcesBounds = new Bounds(m_Center, Abs(m_Size));
+ if (m_CollectObjects == CollectObjects.All || m_CollectObjects == CollectObjects.Children)
+ {
+ sourcesBounds = CalculateWorldBounds(sources);
+ }
+
+ var data = NavMeshBuilder.BuildNavMeshData(GetBuildSettings(),
+ sources, sourcesBounds, transform.position, transform.rotation);
+
+ if (data != null)
+ {
+ data.name = gameObject.name;
+ RemoveData();
+ m_NavMeshData = data;
+ if (isActiveAndEnabled)
+ AddData();
+ }
+ }
+
+ public AsyncOperation UpdateNavMesh(NavMeshData data)
+ {
+ var sources = CollectSources();
+
+ // Use unscaled bounds - this differs in behaviour from e.g. collider components.
+ // But is similar to reflection probe - and since navmesh data has no scaling support - it is the right choice here.
+ var sourcesBounds = new Bounds(m_Center, Abs(m_Size));
+ if (m_CollectObjects == CollectObjects.All || m_CollectObjects == CollectObjects.Children)
+ sourcesBounds = CalculateWorldBounds(sources);
+
+ return NavMeshBuilder.UpdateNavMeshDataAsync(data, GetBuildSettings(), sources, sourcesBounds);
+ }
+
+ static void Register(NavMeshSurface surface)
+ {
+#if UNITY_EDITOR
+ var isInPreviewScene = EditorSceneManager.IsPreviewSceneObject(surface);
+ var isPrefab = isInPreviewScene || EditorUtility.IsPersistent(surface);
+ if (isPrefab)
+ {
+ //Debug.LogFormat("NavMeshData from {0}.{1} will not be added to the NavMesh world because the gameObject is a prefab.",
+ // surface.gameObject.name, surface.name);
+ return;
+ }
+#endif
+ if (s_NavMeshSurfaces.Count == 0)
+ NavMesh.onPreUpdate += UpdateActive;
+
+ if (!s_NavMeshSurfaces.Contains(surface))
+ s_NavMeshSurfaces.Add(surface);
+ }
+
+ static void Unregister(NavMeshSurface surface)
+ {
+ s_NavMeshSurfaces.Remove(surface);
+
+ if (s_NavMeshSurfaces.Count == 0)
+ NavMesh.onPreUpdate -= UpdateActive;
+ }
+
+ static void UpdateActive()
+ {
+ for (var i = 0; i < s_NavMeshSurfaces.Count; ++i)
+ s_NavMeshSurfaces[i].UpdateDataIfTransformChanged();
+ }
+
+ void AppendModifierVolumes(ref List<NavMeshBuildSource> sources)
+ {
+#if UNITY_EDITOR
+ var myStage = StageUtility.GetStageHandle(gameObject);
+ if (!myStage.IsValid())
+ return;
+#endif
+ // Modifiers
+ List<NavMeshModifierVolume> modifiers;
+ if (m_CollectObjects == CollectObjects.Children)
+ {
+ modifiers = new List<NavMeshModifierVolume>(GetComponentsInChildren<NavMeshModifierVolume>());
+ modifiers.RemoveAll(x => !x.isActiveAndEnabled);
+ }
+ else
+ {
+ modifiers = NavMeshModifierVolume.activeModifiers;
+ }
+
+ foreach (var m in modifiers)
+ {
+ if ((m_LayerMask & (1 << m.gameObject.layer)) == 0)
+ continue;
+ if (!m.AffectsAgentType(m_AgentTypeID))
+ continue;
+#if UNITY_EDITOR
+ if (!myStage.Contains(m.gameObject))
+ continue;
+#endif
+ var mcenter = m.transform.TransformPoint(m.center);
+ var scale = m.transform.lossyScale;
+ var msize = new Vector3(m.size.x * Mathf.Abs(scale.x), m.size.y * Mathf.Abs(scale.y), m.size.z * Mathf.Abs(scale.z));
+
+ var src = new NavMeshBuildSource();
+ src.shape = NavMeshBuildSourceShape.ModifierBox;
+ src.transform = Matrix4x4.TRS(mcenter, m.transform.rotation, Vector3.one);
+ src.size = msize;
+ src.area = m.area;
+ sources.Add(src);
+ }
+ }
+
+ List<NavMeshBuildSource> CollectSources()
+ {
+ var sources = new List<NavMeshBuildSource>();
+ var markups = new List<NavMeshBuildMarkup>();
+
+ List<NavMeshModifier> modifiers;
+ if (m_CollectObjects == CollectObjects.Children)
+ {
+ modifiers = new List<NavMeshModifier>(GetComponentsInChildren<NavMeshModifier>());
+ modifiers.RemoveAll(x => !x.isActiveAndEnabled);
+ }
+ else
+ {
+ modifiers = NavMeshModifier.activeModifiers;
+ }
+
+ foreach (var m in modifiers)
+ {
+ if ((m_LayerMask & (1 << m.gameObject.layer)) == 0)
+ continue;
+ if (!m.AffectsAgentType(m_AgentTypeID))
+ continue;
+ var markup = new NavMeshBuildMarkup();
+ markup.root = m.transform;
+ markup.overrideArea = m.overrideArea;
+ markup.area = m.area;
+ markup.ignoreFromBuild = m.ignoreFromBuild;
+ markups.Add(markup);
+ }
+
+#if UNITY_EDITOR
+ if (!EditorApplication.isPlaying)
+ {
+ if (m_CollectObjects == CollectObjects.All)
+ {
+ UnityEditor.AI.NavMeshBuilder.CollectSourcesInStage(
+ null, m_LayerMask, m_UseGeometry, m_DefaultArea, markups, gameObject.scene, sources);
+ }
+ else if (m_CollectObjects == CollectObjects.Children)
+ {
+ UnityEditor.AI.NavMeshBuilder.CollectSourcesInStage(
+ transform, m_LayerMask, m_UseGeometry, m_DefaultArea, markups, gameObject.scene, sources);
+ }
+ else if (m_CollectObjects == CollectObjects.Volume)
+ {
+ Matrix4x4 localToWorld = Matrix4x4.TRS(transform.position, transform.rotation, Vector3.one);
+ var worldBounds = GetWorldBounds(localToWorld, new Bounds(m_Center, m_Size));
+
+ UnityEditor.AI.NavMeshBuilder.CollectSourcesInStage(
+ worldBounds, m_LayerMask, m_UseGeometry, m_DefaultArea, markups, gameObject.scene, sources);
+ }
+ }
+ else
+#endif
+ {
+ if (m_CollectObjects == CollectObjects.All)
+ {
+ NavMeshBuilder.CollectSources(null, m_LayerMask, m_UseGeometry, m_DefaultArea, markups, sources);
+ }
+ else if (m_CollectObjects == CollectObjects.Children)
+ {
+ NavMeshBuilder.CollectSources(transform, m_LayerMask, m_UseGeometry, m_DefaultArea, markups, sources);
+ }
+ else if (m_CollectObjects == CollectObjects.Volume)
+ {
+ Matrix4x4 localToWorld = Matrix4x4.TRS(transform.position, transform.rotation, Vector3.one);
+ var worldBounds = GetWorldBounds(localToWorld, new Bounds(m_Center, m_Size));
+ NavMeshBuilder.CollectSources(worldBounds, m_LayerMask, m_UseGeometry, m_DefaultArea, markups, sources);
+ }
+ }
+
+ if (m_IgnoreNavMeshAgent)
+ sources.RemoveAll((x) => (x.component != null && x.component.gameObject.GetComponent<NavMeshAgent>() != null));
+
+ if (m_IgnoreNavMeshObstacle)
+ sources.RemoveAll((x) => (x.component != null && x.component.gameObject.GetComponent<NavMeshObstacle>() != null));
+
+ AppendModifierVolumes(ref sources);
+
+ return sources;
+ }
+
+ static Vector3 Abs(Vector3 v)
+ {
+ return new Vector3(Mathf.Abs(v.x), Mathf.Abs(v.y), Mathf.Abs(v.z));
+ }
+
+ static Bounds GetWorldBounds(Matrix4x4 mat, Bounds bounds)
+ {
+ var absAxisX = Abs(mat.MultiplyVector(Vector3.right));
+ var absAxisY = Abs(mat.MultiplyVector(Vector3.up));
+ var absAxisZ = Abs(mat.MultiplyVector(Vector3.forward));
+ var worldPosition = mat.MultiplyPoint(bounds.center);
+ var worldSize = absAxisX * bounds.size.x + absAxisY * bounds.size.y + absAxisZ * bounds.size.z;
+ return new Bounds(worldPosition, worldSize);
+ }
+
+ Bounds CalculateWorldBounds(List<NavMeshBuildSource> sources)
+ {
+ // Use the unscaled matrix for the NavMeshSurface
+ Matrix4x4 worldToLocal = Matrix4x4.TRS(transform.position, transform.rotation, Vector3.one);
+ worldToLocal = worldToLocal.inverse;
+
+ var result = new Bounds();
+ foreach (var src in sources)
+ {
+ switch (src.shape)
+ {
+ case NavMeshBuildSourceShape.Mesh:
+ {
+ var m = src.sourceObject as Mesh;
+ result.Encapsulate(GetWorldBounds(worldToLocal * src.transform, m.bounds));
+ break;
+ }
+ case NavMeshBuildSourceShape.Terrain:
+ {
+ // Terrain pivot is lower/left corner - shift bounds accordingly
+ var t = src.sourceObject as TerrainData;
+ result.Encapsulate(GetWorldBounds(worldToLocal * src.transform, new Bounds(0.5f * t.size, t.size)));
+ break;
+ }
+ case NavMeshBuildSourceShape.Box:
+ case NavMeshBuildSourceShape.Sphere:
+ case NavMeshBuildSourceShape.Capsule:
+ case NavMeshBuildSourceShape.ModifierBox:
+ result.Encapsulate(GetWorldBounds(worldToLocal * src.transform, new Bounds(Vector3.zero, src.size)));
+ break;
+ }
+ }
+ // Inflate the bounds a bit to avoid clipping co-planar sources
+ result.Expand(0.1f);
+ return result;
+ }
+
+ bool HasTransformChanged()
+ {
+ if (m_LastPosition != transform.position) return true;
+ if (m_LastRotation != transform.rotation) return true;
+ return false;
+ }
+
+ void UpdateDataIfTransformChanged()
+ {
+ if (HasTransformChanged())
+ {
+ RemoveData();
+ AddData();
+ }
+ }
+
+#if UNITY_EDITOR
+ bool UnshareNavMeshAsset()
+ {
+ // Nothing to unshare
+ if (m_NavMeshData == null)
+ return false;
+
+ // Prefab parent owns the asset reference
+ var isInPreviewScene = EditorSceneManager.IsPreviewSceneObject(this);
+ var isPersistentObject = EditorUtility.IsPersistent(this);
+ if (isInPreviewScene || isPersistentObject)
+ return false;
+
+ // An instance can share asset reference only with its prefab parent
+ var prefab = UnityEditor.PrefabUtility.GetCorrespondingObjectFromSource(this) as NavMeshSurface;
+ if (prefab != null && prefab.navMeshData == navMeshData)
+ return false;
+
+ // Don't allow referencing an asset that's assigned to another surface
+ for (var i = 0; i < s_NavMeshSurfaces.Count; ++i)
+ {
+ var surface = s_NavMeshSurfaces[i];
+ if (surface != this && surface.m_NavMeshData == m_NavMeshData)
+ return true;
+ }
+
+ // Asset is not referenced by known surfaces
+ return false;
+ }
+
+ void OnValidate()
+ {
+ if (UnshareNavMeshAsset())
+ {
+ Debug.LogWarning("Duplicating NavMeshSurface does not duplicate the referenced navmesh data", this);
+ m_NavMeshData = null;
+ }
+
+ var settings = NavMesh.GetSettingsByID(m_AgentTypeID);
+ if (settings.agentTypeID != -1)
+ {
+ // When unchecking the override control, revert to automatic value.
+ const float kMinVoxelSize = 0.01f;
+ if (!m_OverrideVoxelSize)
+ m_VoxelSize = settings.agentRadius / 3.0f;
+ if (m_VoxelSize < kMinVoxelSize)
+ m_VoxelSize = kMinVoxelSize;
+
+ // When unchecking the override control, revert to default value.
+ const int kMinTileSize = 16;
+ const int kMaxTileSize = 1024;
+ const int kDefaultTileSize = 256;
+
+ if (!m_OverrideTileSize)
+ m_TileSize = kDefaultTileSize;
+ // Make sure tilesize is in sane range.
+ if (m_TileSize < kMinTileSize)
+ m_TileSize = kMinTileSize;
+ if (m_TileSize > kMaxTileSize)
+ m_TileSize = kMaxTileSize;
+ }
+ }
+#endif
+ }
+}